finalize shaders and replay
[carveJwlIkooP6JGAAIwe30JlM.git] / player_skate.h
1 #ifndef PLAYER_SKATE_H
2 #define PLAYER_SKATE_H
3
4 #include "player_api.h"
5
6 #define SKATE_CCD
7
8 typedef struct jump_info jump_info;
9
10 struct player_skate{
11 struct player_skate_state{
12 enum skate_activity{
13 k_skate_activity_air,
14 k_skate_activity_air_to_grind,
15 k_skate_activity_ground,
16 k_skate_activity_undefined,
17 k_skate_activity_grind_any,
18 k_skate_activity_grind_boardslide,
19 k_skate_activity_grind_metallic,
20 k_skate_activity_grind_back50,
21 k_skate_activity_grind_front50,
22 k_skate_activity_grind_5050
23 }
24 activity,
25 activity_prev;
26
27 u32 grind_cooldown,
28 surface_cooldown;
29
30 f32 reverse, slip, delayed_slip_dir;
31 int manual_direction;
32
33 /* tricks */
34 v3f flip_axis;
35 float flip_time,
36 flip_rate;
37
38 v3f trick_vel, /* measured in units of TAU/s */
39 trick_euler; /* measured in units of TAU */
40 float trick_time;
41 enum trick_type{
42 k_trick_type_none,
43 k_trick_type_kickflip,
44 k_trick_type_shuvit,
45 k_trick_type_treflip
46 }
47 trick_type;
48 float gravity_bias;
49
50 v3f up_dir;
51 v3f head_position;
52
53 v3f throw_v;
54 v3f cog_v, cog;
55
56 float grabbing;
57 v2f grab_mouse_delta;
58
59 int charging_jump, jump_dir;
60 float jump_charge,
61 slap;
62
63 double jump_time;
64 double start_push,
65 cur_push;
66
67 v3f prev_pos;
68
69 /* initial launch conditions */
70 double air_start;
71 v3f air_init_v,
72 air_init_co;
73
74 v4f smoothed_rotation;
75
76 float land_dist;
77 v3f land_normal;
78
79 /* animator controls which require persistence */
80 v3f board_trick_residualv,
81 board_trick_residuald;
82 f32 blend_slide,
83 blend_z,
84 blend_x,
85 blend_fly,
86 blend_grind,
87 blend_grind_balance,
88 blend_stand,
89 blend_push,
90 blend_jump,
91 blend_airdir,
92 blend_weight,
93 blend_trick_foot,
94 subslap;
95 v2f wobble;
96 }
97 state;
98
99 /* animation /audio
100 * --------------------------------------------------------------*/
101 struct skeleton_anim *anim_stand, *anim_highg, *anim_slide,
102 *anim_air, *anim_grind, *anim_grind_jump,
103 *anim_push, *anim_push_reverse,
104 *anim_ollie, *anim_ollie_reverse,
105 *anim_grabs, *anim_stop;
106
107 /* vectors representing the direction of the axels in localspace */
108 v3f truckv0[2];
109
110 audio_channel *aud_main, *aud_slide, *aud_air;
111 enum mdl_surface_prop surface, audio_surface;
112
113 int wheel_contacts[2];
114 float sample_change_cooldown;
115
116 enum {
117 k_skate_sample_concrete,
118 k_skate_sample_wood,
119 k_skate_sample_concrete_scrape_metal,
120 k_skate_sample_concrete_scrape_wood,
121 k_skate_sample_metal_scrape_generic
122 }
123 main_sample_type;
124 player_pose holdout;
125
126 /*
127 * Physics
128 * ----------------------------------------------------
129 */
130
131 float substep, substep_delta;
132
133 struct jump_info{
134 v3f log[50];
135 v3f n;
136 v3f apex;
137 v3f v;
138
139 float gravity;
140
141 int log_length;
142 float score,
143 land_dist;
144
145 enum prediction_type{
146 k_prediction_none,
147 k_prediction_unset,
148 k_prediction_land,
149 k_prediction_grind
150 }
151 type;
152
153 u32 colour;
154 }
155 possible_jumps[36];
156 u32 possible_jump_count;
157
158 v3f surface_picture,
159 weight_distribution,
160 grind_vec,
161 grind_dir;
162
163 float grind_strength;
164 struct grind_limit{
165 v3f ra, n;
166 float p;
167 }
168 limits[3];
169 u32 limit_count;
170 };
171
172 VG_STATIC float
173 k_friction_lat = 12.0f,
174 k_friction_resistance = 0.01f,
175
176 k_max_push_speed = 16.0f,
177 k_push_accel = 10.0f,
178 k_push_cycle_rate = 8.0f,
179
180 k_steer_ground = 2.5f,
181 k_steer_air = 3.6f,
182
183 k_jump_charge_speed = (1.0f/0.4f),
184 k_jump_force = 5.0f,
185
186 k_cog_spring = 0.2f,
187 k_cog_damp = 0.02f,
188 k_cog_mass_ratio = 0.9f,
189
190 k_mmthrow_steer = 1.0f,
191 k_mmthrow_scale = 6.0f,
192 k_mmcollect_lat = 2.0f,
193 k_mmcollect_vert = 0.0f,
194 k_mmdecay = 12.0f,
195 k_spring_angular = 1.0f,
196
197 k_spring_force = 300.0f,
198 k_spring_dampener = 5.0f,
199
200 k_grind_spring = 50.0f,
201 k_grind_aligment = 10.0f,
202 k_grind_dampener = 5.0f,
203
204 k_surface_spring = 100.0f,
205 k_surface_dampener = 40.0f,
206 k_manul_spring = 200.0f,
207 k_manul_dampener = 30.0f,
208 k_board_interia = 8.0f,
209
210 k_grind_decayxy = 30.0f,
211 k_grind_axel_min_vel = 1.0f,
212 k_grind_axel_max_angle = 0.95f, /* cosine(|a|) */
213 k_grind_axel_max_vangle = 0.4f,
214 k_grind_max_friction = 3.0f,
215 k_grind_max_edge_angle = 0.97f,
216
217 k_board_length = 0.45f,
218 k_board_width = 0.13f,
219 k_board_end_radius = 0.1f,
220 k_board_radius = 0.14f, /* 0.07 */
221
222 k_grind_balance = -40.0f;
223
224 VG_STATIC void player__skate_register(void)
225 {
226 VG_VAR_F32( k_grind_dampener, flags=VG_VAR_CHEAT );
227 VG_VAR_F32( k_grind_spring, flags=VG_VAR_CHEAT );
228 VG_VAR_F32( k_grind_aligment, flags=VG_VAR_CHEAT );
229 VG_VAR_F32( k_surface_spring, flags=VG_VAR_CHEAT );
230 VG_VAR_F32( k_surface_dampener, flags=VG_VAR_CHEAT );
231 VG_VAR_F32( k_board_interia, flags=VG_VAR_CHEAT );
232 VG_VAR_F32( k_grind_decayxy, flags=VG_VAR_CHEAT );
233 VG_VAR_F32( k_grind_axel_min_vel, flags=VG_VAR_CHEAT );
234 VG_VAR_F32( k_grind_axel_max_angle, flags=VG_VAR_CHEAT );
235 VG_VAR_F32( k_grind_max_friction, flags=VG_VAR_CHEAT );
236 VG_VAR_F32( k_grind_balance, flags=VG_VAR_CHEAT );
237 VG_VAR_F32( k_friction_lat, flags=VG_VAR_CHEAT );
238
239 VG_VAR_F32( k_cog_spring, flags=VG_VAR_CHEAT );
240 VG_VAR_F32( k_cog_damp, flags=VG_VAR_CHEAT );
241 VG_VAR_F32( k_cog_mass_ratio, flags=VG_VAR_CHEAT );
242
243 VG_VAR_F32( k_spring_force, flags=VG_VAR_CHEAT );
244 VG_VAR_F32( k_spring_dampener, flags=VG_VAR_CHEAT );
245 VG_VAR_F32( k_spring_angular, flags=VG_VAR_CHEAT );
246
247 VG_VAR_F32( k_mmthrow_scale, flags=VG_VAR_CHEAT );
248 VG_VAR_F32( k_mmcollect_lat, flags=VG_VAR_CHEAT );
249 VG_VAR_F32( k_mmcollect_vert, flags=VG_VAR_CHEAT );
250 VG_VAR_F32( k_mmdecay, flags=VG_VAR_CHEAT );
251 VG_VAR_F32( k_mmthrow_steer, flags=VG_VAR_CHEAT );
252 }
253
254 VG_STATIC void player__skate_bind ( player_instance *player );
255 VG_STATIC void player__skate_pre_update ( player_instance *player );
256 VG_STATIC void player__skate_update ( player_instance *player );
257 VG_STATIC void player__skate_post_update ( player_instance *player );
258 VG_STATIC void player__skate_im_gui ( player_instance *player );
259 VG_STATIC void player__skate_animate ( player_instance *player,
260 player_animation *anim );
261 VG_STATIC void player__skate_post_animate ( player_instance *player );
262 VG_STATIC void player__skate_reset ( player_instance *player,
263 ent_spawn *rp );
264
265 VG_STATIC void player__skate_clear_mechanics( player_instance *player );
266 VG_STATIC void player__skate_reset_animator( player_instance *player );
267 VG_STATIC void player__approximate_best_trajectory( player_instance *player );
268
269 #endif /* PLAYER_SKATE_H */